// UE/SystemLibrary.ts import { BlueprintFunctionLibrary } from '#root/UE/BlueprintFunctionLibrary.ts'; import type { Float } from '#root/UE/Float.ts'; import { LinearColor } from '#root/UE/LinearColor.ts'; import { Name } from '#root/UE/Name.ts'; import type { UEObject } from '#root/UE/UEObject.ts'; class SystemLibraryClass extends BlueprintFunctionLibrary { constructor( outer: null | BlueprintFunctionLibrary = null, name: string = 'SystemLibrary' ) { super(outer, name); } public IsValid( object: T | null | undefined ): object is T { return object !== null && object !== undefined; } public GetGameTimeInSeconds(): number { // Placeholder implementation; replace with actual game time retrieval logic return Date.now() / 1000; } public PrintString( string: string = 'Hello', printToScreen: boolean = true, printToLog: boolean = true, textColor: LinearColor = new LinearColor(0, 0.66, 1, 1), duration: Float = 2.0, key: Name = Name.NONE ): void { if (printToScreen) { console.log( `%c${string}`, `color: rgba(${textColor.R * 255}, ${textColor.G * 255}, ${ textColor.B * 255 }, ${textColor.A}); font-weight: bold;` ); // In a real game engine, this would display the string on the screen for the specified duration } if (printToLog) { console.log(string); // In a real game engine, this would log the string to the console or log file } console.log(duration); console.log(key); } } export const SystemLibrary = new SystemLibraryClass();